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Post by colfoley on Aug 8, 2017 18:47:54 GMT
Now a while ago someone on these boards started 'Constructive Criticism of Mass Effect Andromeda'...and the first line was something to the effect of 'we all know MEA was the worse game BioWare has ever done.' Now that is not exactly constructive criticsm, constructive criticism actually starts by one praising the thing you are criticising in the first place. Praise, then you find an aspect to be critical of, then you adress a possible fix. That is what constructive criticism is. And its something few people want to do. But, in the wake of that thread it doubled my own interest in creating a thread such as this. My own bit of Constructive Criticism. Because as much as I do love the game (see what I'm doing?) its not perfect, and the fixes should be relatively easy. Now this thread is done specifically with Mass Effect Andromeda 2 in mind, but this advice could just as easily apply to Anthem or Dragon Age 4. So here we go, five things in which I think they could approve upon in the future. 1. Trickle Down Quest DesignAs I've said recently I have been playing Witcher 3. And as I also noticed I had trouble getting into it, primarily because the amazing side quests I remembered from my first PT didn't seem to exisist...quite the opposite in fact. That was until I got to Novigrad, and I realized something... Now for the most part I, and I think most people and game developers, have assumed that quest design generally is bottom up and its design. The side quests support and expand upon the main quests, not vice versa. But, in Witcher 3, first noticed in 'Return to Crookback Bog' I noticed that Witcher 3 tended to do the opposite. Main quests, the decisions made, and the people met during them, trickled down to the side quests and effected them. Because the game focused on finding Ciri anything out of that purview went right into the Side Quests. And quest after quest bore this out, you met a character on the main quest, made a decision, and it came up later in a side quest. Now Andromeda did do this at times, the decision on whether or not to make Prodromos Military or Civilian did come back later on in the game during a side objective. But for the most part I have to wonder if BioWare didn't look at this kind of thing and expand upon it if it might not actually make the next game feel a lot tighter. However, I am still pretty amateur at this so I do not know if BioWare did something like this it wouldn't effect something else down the road. 2. Improved Dialogue WheelNow, for me MEAs dialogue and RP was the best in the Mass Effect series to date, by far and away. Ryder was a great character and for the most part BioWare did a great job taking into account a great deal of player choice. But on the other hand it still is weaker then any of the three Dragon Age games. Especially DA 2 and DA I. The most common complaint on this affair is that Ryder could not be 'aggressive' enough. Angry enough. Bad ass enough. Etc. The problem is all tied up in the emotional option. Casual, Professional, and Logical are all well defined in game and in real life. And for the most part they work. But emotional, well there are a lot of emotions for one dialogue option on a wheel to convey. Pride. Anger. Joy. Sadness. Etc. I can see two possible solutions. Either divide up the emotional wheel, so for me the four options would be 'diplomatic' 'aggressive' 'casual' 'profesional.' Or to put a sub symbol in the emotional to give it a little more range. Like a heart-exclamation point for aggression...etc. 3. Bold Story DesignMass Effect Andromeda was BioWare's best story to date. Its peaks and valleys, its building of tension till it exploded in its final mission, all the lessons learned which expanded on the lore...and indeed even the side quessts...all were pretty well written. It came together in a nice climax and had a nice ending which was not overshadowed by any of its previous content. However, it came off as a little too basic. Granted it was wonderfully executed so sometimes its better to have a well written basic story then a complex one which fails. But, at times, it honestly feels like an ad lib of a story. Just inserting the neccessary but moments here and there to increase narrative tension, and then pay it off later. Granted, it did succeed at this better then the trilogy...so... What I want to see them is be bolder, more complex, with higher stakes and an overall larger canvas. Maybe more aliens, more unique species, and something that takes us out of Heleus and across the Andromeda Galaxy. Now that the basic storylines have been established, and the AI is in the Andromeda Galaxy, now is the time to expand that story outwards. Take a risk. Take a chance. 4. Be mean to your characters/ Create a compelling antagonistThisis the advice I feel is the most on dubious footing. Afterall the cast of Andromeda went through a lot in its time through the narrative. Hell Ryder died...twice. And Jaal had his entire world view shattered...twice. But I get the feeling this is one of the complaints about the game. Some nebulous idea out there. And no this does not mean one should kill off characters willy nilly, but make them go through pain, make them uncomfortable. Part and parcel with this is the Archon, who was a weaker Antagonist as I have outlined. Create someone who is more compelling. Someone who actively challenges Ryder and crew not just for the end mission (one of the reasons I still like the Archon) but for the entire game. Someone we get to know and can make the crew hurt. 5. Stick to your gunsNot exactly advice on what Andromeda did wrong, but just general advice. BioWare has something unique going. Something few game companies can do successfully. And Andromeda did continue this tradition. Whatever BioWare does they should not lose who and what they are. Learn from the compeition, don't try and copy them, expand on what you are good at, don't throw it out with the bathwater, Andromeda could be close to being something truly special...you should let it. My addition is: if indeed Andromeda only took 2 years to make, please, please, please make more games like that in those short timeframes! Iwant to play the "flawed" games like JE, ME2, DA2 and Andromeda way more than the "critically acclaimed" and universally loved ones like Inquisition or W3. I have a different taste, what can I do. the flaws still need to be addressed though. And bioware could use more time. What was unique about Andromeda...and DA 2...was they were very down to Earth human stories. They weren't galaxy spanning epics. And i think moving forward even if they make the Mass effect series epic again...which i think likely...that they do not lose Andromedas focus on the characters.
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Post by Deleted on Aug 8, 2017 18:52:07 GMT
You didn't 'state' anything you offered a head face emoji thing, and as this is a thread about constructive criticism I would welcome your thoughts on what Andromeda did wrong and how they can improve it on the future. I should also note, if it wasn't clear, my 'five things' are by no means the end all be all it is just what I noticed, if you have things you want to add...like the story...I welcome them. Because there are far too many extremist 'solutions' out there and far too many threads that approach things in a non constructive light. I hope this is not one of them. You'd get less combative responses if you didn't preface all of your points with "Andromeda is the best! Andromeda did it the best! Better than the trilogy!" You've done the exact same thing as the previous constructive criticism post by first voicing your opinion-as-fact (which you do consistently), tainting the rest of your points and any goodwill discussions that might arise from them. We've been through this. A. pretty much all my posts are opinions and B. threads and posts like this prove that I do not think Andromeda is 'the best'. It could learn a lot, from other games, from tv, from BioWare, etc. Everyone's posts are opinions. You have the unique talent of writing your opinions in a way which makes them seem very matter-of-fact, whereby upon reading them, one will make the assumption that everybody clearly agrees with you. With all due respect, it comes across very haughty and chauvinistic. My God... the shear amount of hypocrisy & irony contained within these 2 posts would surely be enough to completely obliterate 10 military men, yet somehow, suikoden remains intact and blissfully oblivious to the small tear in the space time continuum that he managed to unintentionally rip open... May God help us all if suikoden ever repeats this costly mistake and further pries opens that fissure in the fabric of time... we may not survive such a cataclysmic event.
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Post by RoboticWater on Aug 8, 2017 18:57:43 GMT
Make a more diverse cast of characters. Your crew in this game were all pretty much laid back. I can't think of any squad member that had some kind of devout belief in something that I either agreed or disagreed with. Suvi had more than most of your squad. You didn't have an Ashley who you couldn't tell if she was a nationalist or a xenophobe, you didn't have a Vivienne, who if you were pro mage you vehemently disagreed with and probably didn't like. You didn't have a Mordin who could be singing one moment, and another you're arguing with him about the genophage to the point where you can literally call him a murderer. Why, because Andromeda didn't have any history.Yep. Creating characters and a storyline in a world that is a completely fresh slate is the challenge they undertook for this. Most game settings have a load of history and pre-set conflicts built in. They didn't have that luxury for MEA. Are you kidding me? The premise for Andromeda could nearly burst from all the conflict is has built into it. As long as BioWare chose to have the arks leave prior to ME3, we would've been living in a setting where everyone's cultural tensions hadn't yet been solved by space Jesus. BioWare chose, deliberately, to round out the edges: to give us morally aloof characters who just want to forget about the old beef. And BioWare also chose to water down the Initiative's internal crises to give us a largely calm and hopeful people that would never throw a coup or anything interesting like that. They chose to sideline first contact so we wouldn't have to worry about any of those insightful diplomatic issues. And they chose to make their new aliens be flat, culturally uninteresting caricature so we could once again fight some good ol' bland space Nazis with new quirky alien pals who so conveniently had most of their history erased by generic ancient techno-alien curse. Almost every single juicy conflict they could have sunk their teeth into and build strong, opinionated characters around, BioWare left by the wayside to build their mild, quirky, and aggressively derivative adventure. This is why we shouldn't have a sequel to Andromeda. The framework is so intentionally mild that continuing the franchise would be like building a castle on top of round soggy ball. Shouldn't that create more conflict and not less? Given their circumstances, you'd think tensions would be high, and old grudges would re-emerge and desperation would bring out the worst in each other. Wow what a neat story premise. See, this is the problem I alluded to in my earlier post: it shouldn't matter whether or not BioWare make NPC with "a story to tell" or even if those stories are presented successfully because this is baseline storytelling. Having characters with stories is not exceptional, it is acceptable. What BioWare needed to do was give these stories meaning by tying them into a larger narrative context that, itself, is pushing a hard angle that is hopefully more insightful than than the pithy "put your past behind you and work for a better future!" mantra the game seems to sport now. Ideally, they would be anecdotes that challenge or deepen the moral stances you have to consider throughout your adventure. The stories in Andromeda don't do that, not in the least because the main narrative itself couldn't be bothered to pose us any complex topics, but also more simply because the stories themselves are mainly just disjointed set-dressing. But yes, BioWare arguably isn't even in the position to get to that point because they're tripping over themselves just getting the basics down. Too many conversations take the form of "Hi, my name is X and here's the defining life event of mine that gives me both my current personality and my reason for being here." That's just not trying. Except that it wasn't. Once again, BioWare went out of their way to make Andromeda as safe and comfortable for themselves to write. It follows every single one of their own conventions to the detriment of all the new material they could have leveraged.
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Post by Deleted on Aug 8, 2017 18:58:47 GMT
i wonder if the problem was the loyalty missions were all climaxes of the companions individual arcs. Because i disagree with your assessment on the loyalty missions and this is all I've got as to why. For the most part anyways Liam and maybe Peebees was pretty derivative...but i found Dracks, Coras and especially Jaals to be really stellar. You'd be wrong about that, it's mostly because the conflicts were external I'd wager. Jaal, for example, has no conflict other than proving his trust in you right at a moment of need. The players involvement in that moment doesn't change the outcome too much, outside of the Aksuul and his strength. Jaal doesn't change much from it despite the mission itself being pretty good. Maybe that depends on your choices? The result of that mission can either cement the trust or create more distrust to the point where Jaal won't speak to Ryder for a period of time. I'm not sure what the grand nephew had to do with Drack feeling useless. Drack's arrival at a point where he feels like he still has more to offer is internal growth. I also got a kick out of the organic grenades. Vetra learns to give Sid some space to grow up and start treating her like more of an equal. Their relationship changes due to this quest. As for the quest itself, I enjoyed the videos of each room that allowed me to choose different tactical approaches. For Peebee, it forced her to deal with and resolve her relationship with her ex. It's a watershed opportunity for Cora to learn that her mentor doesn't have all the right answers and might not always make the decision that Cora finds most moral. I'm starting to feel like I played a different game.
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Post by suikoden on Aug 8, 2017 19:17:35 GMT
You'd get less combative responses if you didn't preface all of your points with "Andromeda is the best! Andromeda did it the best! Better than the trilogy!" You've done the exact same thing as the previous constructive criticism post by first voicing your opinion-as-fact (which you do consistently), tainting the rest of your points and any goodwill discussions that might arise from them. Everyone's posts are opinions. You have the unique talent of writing your opinions in a way which makes them seem very matter-of-fact, whereby upon reading them, one will make the assumption that everybody clearly agrees with you. With all due respect, it comes across very haughty and chauvinistic. My God... the shear amount of hypocrisy & irony contained within these 2 posts would surely be enough to completely obliterate 10 military men, yet somehow, suikoden remains intact and blissfully oblivious to the small tear in the space time continuum that he managed to unintentionally rip open... May God help us all if suikoden ever repeats this costly mistake and further pries opens that fissure in the fabric of time... we may not survive such a cataclysmic event. What's wrong with you?
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Post by Deleted on Aug 8, 2017 19:19:19 GMT
My God... the shear amount of hypocrisy & irony contained within these 2 posts would surely be enough to completely obliterate 10 military men, yet somehow, suikoden remains intact and blissfully oblivious to the small tear in the space time continuum that he managed to unintentionally rip open... May God help us all if suikoden ever repeats this costly mistake and further pries opens that fissure in the fabric of time... we may not survive such a cataclysmic event. What's wrong with you? Love you too bby.
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Post by suikoden on Aug 8, 2017 19:28:09 GMT
Love you too bby. Just learn to deal with someone's posts if you don't agree with them. Calling them out, mocking them, and being a general ass about it is pointless. Just hit the ignore button and move on.
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Post by warrior on Aug 8, 2017 19:30:42 GMT
Didn't they give the game to test audiences for feedback and it got an 8 average? It was in one of the articles, I think. I assume they gave it to BW fans and other players already inclined to play it.
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Post by colfoley on Aug 8, 2017 19:32:48 GMT
Yep. Creating characters and a storyline in a world that is a completely fresh slate is the challenge they undertook for this. Most game settings have a load of history and pre-set conflicts built in. They didn't have that luxury for MEA. Are you kidding me? The premise for Andromeda could nearly burst from all the conflict is has built into it. As long as BioWare chose to have the arks leave prior to ME3, we would've been living in a setting where everyone's cultural tensions hadn't yet been solved by space Jesus. BioWare chose, deliberately, to round out the edges: to give us morally aloof characters who just want to forget about the old beef. And BioWare also chose to water down the Initiative's internal crises to give us a largely calm and hopeful people that would never throw a coup or anything interesting like that. They chose to sideline first contact so we wouldn't have to worry about any of those insightful diplomatic issues. And they chose to make their new aliens be flat, culturally uninteresting caricature so we could once again fight some good ol' bland space Nazis with new quirky alien pals who so conveniently had most of their history erased by generic ancient techno-alien curse. Almost every single juicy conflict they could have sunk their teeth into and build strong, opinionated characters around, BioWare left by the wayside to build their mild, quirky, and aggressively derivative adventure. This is why we shouldn't have a sequel to Andromeda. The framework is so intentionally mild that continuing the franchise would be like building a castle on top of round soggy ball. Shouldn't that create more conflict and not less? Given their circumstances, you'd think tensions would be high, and old grudges would re-emerge and desperation would bring out the worst in each other. Wow what a neat story premise. See, this is the problem I alluded to in my earlier post: it shouldn't matter whether or not BioWare make NPC with "a story to tell" or even if those stories are presented successfully because this is baseline storytelling. Having characters with stories is not exceptional, it is acceptable. What BioWare needed to do was give these stories meaning by tying them into a larger narrative context that, itself, is pushing a hard angle that is hopefully more insightful than than the pithy "put your past behind you and work for a better future!" mantra the game seems to sport now. Ideally, they would be anecdotes that challenge or deepen the moral stances you have to consider throughout your adventure. The stories in Andromeda don't do that, not in the least because the main narrative itself couldn't be bothered to pose us any complex topics, but also more simply because the stories themselves are mainly just disjointed set-dressing. But yes, BioWare arguably isn't even in the position to get to that point because they're tripping over themselves just getting the basics down. Too many conversations take the form of "Hi, my name is X and here's the defining life event of mine that gives me both my current personality and my reason for being here." That's just not trying. Except that it wasn't. Once again, BioWare went out of their way to make Andromeda as safe and comfortable for themselves to write. It follows every single one of their own conventions to the detriment of all the new material they could have leveraged. the thing is this is pretty much ninety nine percent of game writing outv there these days. Which is why i alluded to...multiple times...that game writing might be finally catching up to tv writing of the nineties with more complicated story and character arcs. Because as you said MEAs writing is fairly basic...but then it is something the trilogy got wrong numerous times. As far as them not dealing with complex issues...again that is something the OT had mixed results in. Other than 'racism is bad' i felt the OT didn't really cover new ground. Whereas Andromeda not only took the time to examine the issues it bought up but also managed to cover new ground with things like SAM and exaltation. I do agree that the writers hit us over the head with their motives...especially with Cora...but is that so different then some of the OT characters? I would rather them prove they can write the basics before trying anything more complex...and failing.
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Post by Deleted on Aug 8, 2017 19:37:10 GMT
Love you too bby. Just learn to deal with someone's posts if you don't agree with them. Calling them out, mocking them, and being a general ass about it is pointless. Just hit the ignore button and move on. If I recall correctly, you were the one who jumped on me when I dared to post anything remotely positive about ME:A. Maybe you should practice what you preach.
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Post by suikoden on Aug 8, 2017 19:38:24 GMT
Didn't they give the game to test audiences for feedback and it got an 8 average? It was in one of the articles, I think. I assume they gave it to BW fans and other players already inclined to play it. Remember hearing that - apparently it's common for devs to put games through in-house testing/reviewing that they hope will mimic the eventual critical reviews the game will get. Apparently Andromeda scored higher in-house than it did once released.
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Post by liquidsnake on Aug 8, 2017 19:43:41 GMT
1. Trickle Down Quest DesignAs I've said recently I have been playing Witcher 3. And as I also noticed I had trouble getting into it, primarily because the amazing side quests I remembered from my first PT didn't seem to exisist...quite the opposite in fact. That was until I got to Novigrad, and I realized something... Now for the most part I, and I think most people and game developers, have assumed that quest design generally is bottom up and its design. The side quests support and expand upon the main quests, not vice versa. But, in Witcher 3, first noticed in 'Return to Crookback Bog' I noticed that Witcher 3 tended to do the opposite. Main quests, the decisions made, and the people met during them, trickled down to the side quests and effected them. Because the game focused on finding Ciri anything out of that purview went right into the Side Quests. And quest after quest bore this out, you met a character on the main quest, made a decision, and it came up later in a side quest. Now Andromeda did do this at times, the decision on whether or not to make Prodromos Military or Civilian did come back later on in the game during a side objective. But for the most part I have to wonder if BioWare didn't look at this kind of thing and expand upon it if it might not actually make the next game feel a lot tighter. However, I am still pretty amateur at this so I do not know if BioWare did something like this it wouldn't effect something else down the road. I agree in parts. Andromeda had a lot of story pieces moving at once to have quests branch off of. 1) Finding viable planets and settling them 2) fighting the Kett/Archon 3) Connecting and building your team/ personal revelations regarding Ryder 4) establishing relationships with the Angara 5) unraveling the mystery of the Remnant 6) Dealing with the chaos on the Nexus and getting it back in to working order and finding the arks/pathfinders For the most part, I thought Bioware did a good job of making side quests tie in to one of these many main plot points of the game one way or another. Whether you were conducting missions to establish relationships with the people on the planets you wanted to settle, going on missions with your team (which in turn, all except for Vetra's, tied in to one of the main plot points as well) or fighting the Kett, they all seemed to tie in somewhere. The thing about Andromeda is that unlike the original trilogy that had a narrow main story, Andromeda had many. ME1 your main objective was to find and stop Saren and the Geth. ME2 your main objective was to recruit a team and travel through the Omega relay to stop the Collectors. ME3 was to unite the galaxy and defeat the Reapers. Andromeda had no one single focus. It was open and basically just... find us a home. A broad story that opens many moving parts of exactly what that means. While the trilogy had a lot of quests that had absolutely nothing to do with anything going on anywhere at all; think Hackett calling you in ME1 for random reasons that had nothing to do with hunting Saren or the random missions that would pop up when mining worlds in ME2; Andromeda's side quests were all going after an objective of the broad story. While the writing on some of the quests wasn't top tier, I do applaud them for mostly having a purpose that pushed towards one of the many plot points above. Now a broad story like I said can be a good thing or a bad thing. Good in the sense that you CAN have all these moving parts and have tons of side quests that tie in to something. Bad in the sense that the game can feel meandering with no focus and no real point to doing the things you are doing. I can see the good and bad in open stories like Andromeda and focused stories like ME1. This problem though, doesn't just happen in Mass Effect though. It happens in all RPGs it seems. For instance, in Fallout 4, your main objective is to find your missing son. However, there are side quests and other things to do that distract you from that objective. It can take you out of the experience when you don't really care about such a focused objective that SHOULD be very important to your character to complete. Then you have games like Skyrim where, like Andromeda, there are a tremendous amount of story lines that can be considered "Main story" points. For instance, the real main story of Skyrim is the quest line to stop the dragons returning to Skyrim. However, there is also the Civil War story established in the first moments of the game's opening, the Dark Brotherhood, the Companions, the Thieves Guild, the mages at Winterhold etc. The problem here is you can get in to such an overlap of who your character is in your quest to "complete" the game. For instance you can be the hero of the Imperial Legion and champion to the Empire in Cyrodiil who stopped the war-mongering rebellion from Ulfric Stormcloak... and then that same character can also be the leader of the Skyrim chapter of the Dark Brotherhood who just went on an assassination mission to murder that very same Emperor of the Empire you are a hero of. I think what Bioware needs to improve on next is showing us more consequences for the decisions we make in both main story and side quests. I don't think we NEED to wait until the next installment to see the payoff for a choice we made in a side quest. Have an easter egg later on that shows us something. The Witcher 3 does this in spades. You are almost always finding things later on that are the direct result of something you did or said in an earlier quest. Before I end up meandering with my own thoughts on this, I will say, I do think they can keep it tighter with the fetch quests. NO ONE likes fetch quests. They never have and they never will. I don't care about going around the map and scanning random artifacts for someone's science interests. Take these out of gaming forever and no one will miss them. 2. Improved Dialogue WheelNow, for me MEAs dialogue and RP was the best in the Mass Effect series to date, by far and away. Ryder was a great character and for the most part BioWare did a great job taking into account a great deal of player choice. But on the other hand it still is weaker then any of the three Dragon Age games. Especially DA 2 and DA I. The most common complaint on this affair is that Ryder could not be 'aggressive' enough. Angry enough. Bad ass enough. Etc. The problem is all tied up in the emotional option. Casual, Professional, and Logical are all well defined in game and in real life. And for the most part they work. But emotional, well there are a lot of emotions for one dialogue option on a wheel to convey. Pride. Anger. Joy. Sadness. Etc. I can see two possible solutions. Either divide up the emotional wheel, so for me the four options would be 'diplomatic' 'aggressive' 'casual' 'profesional.' Or to put a sub symbol in the emotional to give it a little more range. Like a heart-exclamation point for aggression...etc. Honestly, I don't have many suggestions with how to improve the dialogue system. Voiced protagonists cause problems for RPGs and limit the dialogue options available. I like having a voiced protag, but consider a game like Fallout 3, Fallout New Vegas and Skyrim with their vast amounts of things to say at any given instance and dialogue branches to ask questions about different subjects to games like Mass Effect, Dragon Age Inquisition and Fallout 4. A voiced protagonist is more expensive and difficult to record ample dialogue than an unvoiced text protagonist. I highly doubt Bioware is going to return to unvoiced protagonists, though that would be the best solution to create vast dialogue choices. However, I think they struck a decent balance with Andromeda... although I never play evil characters in RPGs so I can't speak to the people who feel jilted by the lack of renegade options. 3. Bold Story DesignMass Effect Andromeda was BioWare's best story to date. Its peaks and valleys, its building of tension till it exploded in its final mission, all the lessons learned which expanded on the lore...and indeed even the side quessts...all were pretty well written. It came together in a nice climax and had a nice ending which was not overshadowed by any of its previous content. However, it came off as a little too basic. Granted it was wonderfully executed so sometimes its better to have a well written basic story then a complex one which fails. But, at times, it honestly feels like an ad lib of a story. Just inserting the neccessary but moments here and there to increase narrative tension, and then pay it off later. Granted, it did succeed at this better then the trilogy...so... What I want to see them is be bolder, more complex, with higher stakes and an overall larger canvas. Maybe more aliens, more unique species, and something that takes us out of Heleus and across the Andromeda Galaxy. Now that the basic storylines have been established, and the AI is in the Andromeda Galaxy, now is the time to expand that story outwards. Take a risk. Take a chance. 4. Be mean to your characters/ Create a compelling antagonistThisis the advice I feel is the most on dubious footing. Afterall the cast of Andromeda went through a lot in its time through the narrative. Hell Ryder died...twice. And Jaal had his entire world view shattered...twice. But I get the feeling this is one of the complaints about the game. Some nebulous idea out there. And no this does not mean one should kill off characters willy nilly, but make them go through pain, make them uncomfortable. Part and parcel with this is the Archon, who was a weaker Antagonist as I have outlined. Create someone who is more compelling. Someone who actively challenges Ryder and crew not just for the end mission (one of the reasons I still like the Archon) but for the entire game. Someone we get to know and can make the crew hurt. Well I wouldn't say that it was their best story ever. I'm a big fan of Andromeda, and all my previous posts reflect that, however, I don't think it's their best story. For instance, I think the overall story of Mass Effect 1 was better. From the world design and building to the actual plot of the game, the revelations you uncover and the main villain were better written in my mind. Andromeda does things better in some ways. For instance, the companions, to me, are FAR better written than they were in ME1. I've said in other posts characters like Liara, Tali and Garrus didn't blossom into characters you could love until ME2 for the most part, while Andromeda made me feel different emotions for those characters in the same game. I do agree. Andromeda played it pretty safe for the most part. Good stories need to make us feel like there are real stakes if we fail. It didn't REALLY ever feel like the Kett and Archon were a major threat to us or that our heroes were in a position to fail or pushed to their limits. I want to see evolution and change. I want to see them pushed to their breaking point. It makes the victory in the end all that much more satisfying. For instance, ME1 did it right with Kaiden and Ashley. That was a major, gut-wrenching choice that had real stakes to it. Then when Saren and the Geth invaded the Citadel with the revelation of Sovereign fresh in our mind and on his way... we really felt urgency. I liked Andromeda's story and I think that it did a pretty good job establishing the brand new world and moving a lot of plot points forward, I hope a potential sequel expands on it in a good way. For instance, leaving Heleus would be a good step. We know the rest of the galaxy consists of a grand Kett Empire. I want to be overwhelmed by the odds.
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Post by Deleted on Aug 8, 2017 19:44:51 GMT
My addition is: if indeed Andromeda only took 2 years to make, please, please, please make more games like that in those short timeframes! Iwant to play the "flawed" games like JE, ME2, DA2 and Andromeda way more than the "critically acclaimed" and universally loved ones like Inquisition or W3. I have a different taste, what can I do. the flaws still need to be addressed though. And bioware could use more time. What was unique about Andromeda...and DA 2...was they were very down to Earth human stories. They weren't galaxy spanning epics. And i think moving forward even if they make the Mass effect series epic again...which i think likely...that they do not lose Andromedas focus on the characters. The main thing's that the game is fun, not hitting the list of pre-requisites. In short, build a nice engine base, and make waaay smaller scope games as often as possible in all the 4 (or five counting Anthem) beloved settings Bio owns, and don't try to please everyone so much, and I will be a happy customer. Of course, I am in the minority, but lol, I'd rather take a smaller game for a spin, love some of it, hate something in it, then play another one next year than stew and/or listen to others stew about some dialogue line for five years or replay the same game 4+ times. They have those awesome worlds, just give us shorter, intense stories, reuse protagonists once in a while, do AU... in other words do the same thing they do in movies and comic universes. Make one light and fun, another -dark and terrible, whatever... These 100 hour games with the ever growing list of "audience demands" is killing all that is good about gaming, because the stakes are too high for each monster-release. Let's stop saving universes on schedule, and traverse continents. Let's focus one a city to explore, or whom to make a king in the current turmoil, how to get back at a traitor, just one thing at a time... and often. and, most obviously, gimme a game in JE setting 🌸
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Post by Deleted on Aug 8, 2017 19:49:10 GMT
Yep. Creating characters and a storyline in a world that is a completely fresh slate is the challenge they undertook for this. Most game settings have a load of history and pre-set conflicts built in. They didn't have that luxury for MEA. Are you kidding me? The premise for Andromeda could nearly burst from all the conflict is has built into it. As long as BioWare chose to have the arks leave prior to ME3, we would've been living in a setting where everyone's cultural tensions hadn't yet been solved by space Jesus. The very act of choosing to join the Ai would ostensibly require a commitment to break with the past and get over cultural rivalries. They didn't have the luxury of independent home worlds or governments. The Milkies needed to join in a united front to deal with whatever else they would encounter in Andromeda. The Nexus Uprising happened off-screen. We did experience an official first contact between the Ai and angaran government. It would have been a helluva lot easier for them to stay with the same old MW feuds - keep doing what they've always done. Instead, they took some risks and did some things differently.
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Post by Deleted on Aug 8, 2017 19:53:55 GMT
Love you too bby. Just learn to deal with someone's posts if you don't agree with them. Calling them out, mocking them, and being a general ass about it is pointless. Just hit the ignore button and move on. The irony just keeps on a-comin'...
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Post by suikoden on Aug 8, 2017 19:55:45 GMT
Just learn to deal with someone's posts if you don't agree with them. Calling them out, mocking them, and being a general ass about it is pointless. Just hit the ignore button and move on. The irony just keeps on a-comin'... I mock the game. Not other posters.
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Post by colfoley on Aug 8, 2017 20:11:01 GMT
the flaws still need to be addressed though. And bioware could use more time. What was unique about Andromeda...and DA 2...was they were very down to Earth human stories. They weren't galaxy spanning epics. And i think moving forward even if they make the Mass effect series epic again...which i think likely...that they do not lose Andromedas focus on the characters. The main thing's that the game is fun, not hitting the list of pre-requisites. In short, build a nice engine base, and make waaay smaller scope games as often as possible in all the 4 (or five counting Anthem) beloved settings Bio owns, and don't try to please everyone so much, and I will be a happy customer. Of course, I am in the minority, but lol, I'd rather take a smaller game for a spin, love some of it, hate something in it, then play another one next year than stew and/or listen to others stew about some dialogue line for five years or replay the same game 4+ times. They have those awesome worlds, just give us shorter, intense stories, reuse protagonists once in a while, do AU... in other words do the same thing they do in movies and comic universes. Make one light and fun, another -dark and terrible, whatever... These 100 hour games with the ever growing list of "audience demands" is killing all that is good about gaming, because the stakes are too high for each monster-release. Let's stop saving universes on schedule, and traverse continents. Let's focus one a city to explore, or whom to make a king in the current turmoil, how to get back at a traitor, just one thing at a time... and often. and, most obviously, gimme a game in JE setting 🌸 i don't think Bioware is really interested in doing that...sadly or not. Especially when they try something the least bit out of that Comfort area they get raked over the coals for it.
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Post by Deleted on Aug 8, 2017 20:15:43 GMT
The main thing's that the game is fun, not hitting the list of pre-requisites. In short, build a nice engine base, and make waaay smaller scope games as often as possible in all the 4 (or five counting Anthem) beloved settings Bio owns, and don't try to please everyone so much, and I will be a happy customer. Of course, I am in the minority, but lol, I'd rather take a smaller game for a spin, love some of it, hate something in it, then play another one next year than stew and/or listen to others stew about some dialogue line for five years or replay the same game 4+ times. They have those awesome worlds, just give us shorter, intense stories, reuse protagonists once in a while, do AU... in other words do the same thing they do in movies and comic universes. Make one light and fun, another -dark and terrible, whatever... These 100 hour games with the ever growing list of "audience demands" is killing all that is good about gaming, because the stakes are too high for each monster-release. Let's stop saving universes on schedule, and traverse continents. Let's focus one a city to explore, or whom to make a king in the current turmoil, how to get back at a traitor, just one thing at a time... and often. and, most obviously, gimme a game in JE setting 🌸 i don't think Bioware is really interested in doing that...sadly or not. Especially when they try something the least bit out of that Comfort area they get raked over the coals for it. At a guess, they toyed with that idea with NWN1. Maybe it's time to ressurect the modular structure of expansions for a base game in each franchise now that they got 3D environment that is decent and settle on a ruleset for each verse for a few years. I'd like that...
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Post by linksocarina on Aug 8, 2017 20:17:31 GMT
You'd be wrong about that, it's mostly because the conflicts were external I'd wager. Jaal, for example, has no conflict other than proving his trust in you right at a moment of need. The players involvement in that moment doesn't change the outcome too much, outside of the Aksuul and his strength. Jaal doesn't change much from it despite the mission itself being pretty good. Maybe that depends on your choices? The result of that mission can either cement the trust or create more distrust to the point where Jaal won't speak to Ryder for a period of time. I'm not sure what the grand nephew had to do with Drack feeling useless. Drack's arrival at a point where he feels like he still has more to offer is internal growth. I also got a kick out of the organic grenades. Vetra learns to give Sid some space to grow up and start treating her like more of an equal. Their relationship changes due to this quest. As for the quest itself, I enjoyed the videos of each room that allowed me to choose different tactical approaches. For Peebee, it forced her to deal with and resolve her relationship with her ex. It's a watershed opportunity for Cora to learn that her mentor doesn't have all the right answers and might not always make the decision that Cora finds most moral. I'm starting to feel like I played a different game. No you didn't. Problem is what you described there is kind of boring ultimately, save the human characters. For example, Jaal still speaks to you regardless of the choice made, the only thing different is how Jaal treats you temporarily. That is good for RP, but poor design because it leads to no real consequence with Jaal, the Angara or even the first contact scenario...which honestly could have been handled better. This is not unusual for BioWare either, a lot of the weaker loyalty or squad missions were that as well in Mass Effect 2 and 3. For example, Vetra doesn't really change much other than her protectiveness of Sid, is the problem. Much like how Jacob didn't really change much after resolving his issues with his father. Sure the relationship with a character is different, but it is a conflict that ultimately has no bite to it. All of the characters save Liam and Cora arguably go through a similar prism, it doesn't really change them too much as they don't go on an arc; they continue to be themselves. That is why I said the characters are similar to how BioWare wrote characters in the Baldur's Gate series- they are interesting to a point and dynamic in their own way, but they lack a lot of growth or characterization outside of their basic traits, wants and needs. We see that in some characters in BioWare's entire run, but not all of them fall into that trap. Granted a lot of them had 3 games of growth in the Mass Effect trilogy to develop as well so that is in their favor, but if we take a cast that is mostly stand alone like Dragon Age: Origins or KoToR, the characters do have a different mix there of dynamic growth in some instances, and grounded, unchanging characterizations in others. It's better balanced versus Andromeda having what are ultimately likable and believable characters who are utterly boring because of that.
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Post by Deleted on Aug 8, 2017 20:26:59 GMT
Well, I find that Reyes changes a fair bit depending on PC's choices. And Liam starts doing things that are wiser. You can't "flip" every character you meet like in Kotor2, lol.
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Post by RoboticWater on Aug 8, 2017 20:34:43 GMT
the thing is this is pretty much ninety nine percent of game writing outv there these days. Which is why i alluded to...multiple times...that game writing might be finally catching up to tv writing of the nineties with more complicated story and character arcs. Because as you said MEAs writing is fairly basic...but then it is something the trilogy got wrong numerous times. As far as them not dealing with complex issues...again that is something the OT had mixed results in. Other than 'racism is bad' i felt the OT didn't really cover new ground. Whereas Andromeda not only took the time to examine the issues it bought up but also managed to cover new ground with things like SAM and exaltation. But the original trilogy, was, as the name implies, original. It was released a decade ago when most action adventure games that often struggled to maintain a coherent plot let alone a good one, and not many people were making BioWare's brand of RPG. Nowadays Mass Effect has to compete with some fairly competent narratives coming from action games with surprisingly robust RPG systems (be they dialog choices or level progression). Witcher 3, despite all its mechanical mediocrity, structural flaws, and derivative features, is a game that stands out from crowd because of how adeptly they they created their story. But even so, Andromeda manages to be, at best, a pale imitation of Mass Effect. Because of all the things BioWare threw out, the world it sets up simply lacks the same amount of potential as the original. The characters, too, feel more mundane, and yes, lacking any particular opinionated platforms. Like I said: the game is all rounded edges. Not particularly, not for many of the companions, especially the better ones. There were more bland and obvious characters like Miranda and Jacob, but Mordin and Legion? Very strong characters that are surprisingly subtle with their baggage. So much so that I almost completely ignored Mordin my first playthrough. No doubt they were aided by what I said: anecdotes that challenge or deepen moral questions posed by the main game. Their loyalty missions alone pushed the moral center of the series a little beyond "don't be racist" by contextualizing it within the nuances of Geth culture or Mordin's very internal spiritual turmoil. But once again, this is something that I think needs to be improved, not merely persisted. Yet another thing The Witcher 3 actually pushes forward in the genre: the dialog you have with the supporting cast is not nearly so forced. There's rarely the sense that you're mining their backstory like a computerized historian as you do in BioWare games. How many times are you going to judge them like the little league before they can try something complex? How many 3-5 year increments of failure should these professionals get before we hold them accountable for what has been clearly shown to be possible? We get simple, pulpy action stories everywhere now. BioWare can't compete with that anymore, especially if they intend on putting out more technical messes like they have. So we can't keep treating the creative team like plucky teens who just need to get their big break; these are professionals trying to stand out against ever-increasing competition, they need to step it up or they need someone else to do it.
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Post by mannyray on Aug 8, 2017 20:40:07 GMT
The irony just keeps on a-comin'... I mock the game. Not other posters.
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Post by Deleted on Aug 8, 2017 20:42:37 GMT
That is good for RP, but poor design because it leads to no real consequence with Jaal, the Angara or even the first contact scenario...which honestly could have been handled better. This is not unusual for BioWare either, a lot of the weaker loyalty or squad missions were that as well in Mass Effect 2 and 3. For example, Vetra doesn't really change much other than her protectiveness of Sid, is the problem. Much like how Jacob didn't really change much after resolving his issues with his father. Sure the relationship with a character is different, but it is a conflict that ultimately has no bite to it. All of the characters save Liam and Cora arguably go through a similar prism, it doesn't really change them too much as they don't go on an arc; they continue to be themselves. That is why I said the characters are similar to how BioWare wrote characters in the Baldur's Gate series- they are interesting to a point and dynamic in their own way, but they lack a lot of growth or characterization outside of their basic traits, wants and needs. We see that in some characters in BioWare's entire run, but not all of them fall into that trap. Granted a lot of them had 3 games of growth in the Mass Effect trilogy to develop as well so that is in their favor, but if we take a cast that is mostly stand alone like Dragon Age: Origins or KoToR, the characters do have a different mix there of dynamic growth in some instances, and grounded, unchanging characterizations in others. It's better balanced versus Andromeda having what are ultimately likable and believable characters who are utterly boring because of that. I've always thought that consistent characterization was a good thing. People don't usually change that much from a singular experience of gaining some insight on one specific issue in their lives. The LMs and their results were generally well-done, imho. YMMV.
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Post by maximusarael020 on Aug 8, 2017 20:43:54 GMT
The irony just keeps on a-comin'... I mock the game. Not other posters. I didn't think you were "mocking" the game. I thought your goal was to try to bring truth about the game to the forums, as a service to the Mass Effect franchise you love? That would more entail constructive criticisms of the games than mocking, yes?
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Post by Deleted on Aug 8, 2017 20:47:19 GMT
The wider your reach, the more accurate the data. Actually, there's a load of math behind the selection of a statistically significant representative sample.
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